Vision

Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a dark mist that hides units inside of it. Invisible units cannot be seen even when outside of the Fog of War, unless they are spotted by a source of True Sight. Units cannot see through trees or to higher elevations - the only exceptions to this rule are flying units, who have unrestricted vision.

All units on your team share vision, which means that if a unit can see through the Fog of War, all allies can as well. This also applies to lane creeps, other controlled creeps, and buildings.

All areas outside of friendly vision are constantly covered by the "Fog of War". Any non-friendly units within the Fog of War cannot be seen or targeted (it is effectively invisible), however they can still be hit by non-targeted spells. To reveal units in the Fog of War, an allied unit must gain vision in that area. Observer Wards provide vision in an area to their team.

If an enemy unit in the Fog of War attacks or targets a spell on a friendly unit, a 100 radius small area around them is revealed for 2 seconds.

Unit Target abilities are cancelled if vision of the target is lost, even if the cast animation already began.

Units cannot see areas that are on higher elevations than them, while units on higher ground receive unrestricted vision below. Additionally, any ranged units attacking an enemy on higher elevation have a 25% chance to miss their target.

Most heroes have 1800 units of vision during the day, and 800 at night, though there are several exceptions. This makes ganking a lot more viable at night, because heroes can get much closer without being detected. Heroes can increase their night vision by equipping Moon Shard which passively grants 400 bonus night vision, or consume it to gain 200 night vision permanently.

Below is a table of all heroes which do not have the standard 1800/800:

Generally, unit-targeted spells require vision over the target, while ground targeted or non-target spells may be cast regardless of vision. Once cast, a spell usually works regardless of vision, though there are some exceptions.

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